refactor: remove persisted room drafts

Issue: #478
User-Visible: yes
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Matysh
2026-09-06 17:38:47 +03:00
parent f1f05198a5
commit 5ab41a7299
172 changed files with 21772 additions and 3910 deletions
+4 -4
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@@ -27,8 +27,8 @@ every lamp in the space.
- the wall bodies exactly as the plan draws them (`wallBodiesGeometry`), with
their real thickness and mitred junctions;
- independent bodies: partitions, columns and room drafts. Exact connected
draft/partition segments enter as one joined volume, not as raw rectangles
- independent bodies: partitions and columns. Exact connected partition
segments enter as one joined volume, not as raw rectangles
whose former butt faces could become false barriers;
- every zero-thickness wall when its space uses the **Solid** style. It enters
the sweep as its exact axis, a zero-area barrier rather than fake masonry.
@@ -44,8 +44,8 @@ every lamp in the space.
The setting is intentionally one semantic switch, not just paint. Missing or
unknown `zero_wall_style` means `dashed`; `solid` blocks Glow and sunlight.
It applies equally to room-contour atoms, independent partitions and saved
draft segments. `resolveZeroWalls()` supplies both the lines and barrier set,
It applies equally to room-contour atoms and independent partitions.
`resolveZeroWalls()` supplies both the lines and barrier set,
so renderers and light cannot disagree. The deprecated `open_spans/open_to`
input is only a v8 read projection and migrates to ordinary `cm:0` atoms.